if (previous_game_starttime != startTime) {
if ((time + 5.0) < startTime) {
//if connecting to server while restart was active don't always play prepareforbattle
- sound(world, CHAN_AUTO, strcat("announcer/", autocvar_cl_announcer, "/prepareforbattle.wav"), VOL_BASEVOICE, ATTN_NONE);
+ sound(world, CH_INFO, strcat("announcer/", autocvar_cl_announcer, "/prepareforbattle.wav"), VOL_BASEVOICE, ATTN_NONE);
}
if (time < startTime) {
restartAnnouncer = spawn();
zoomspeed = 3.5;
zoomdir = button_zoom;
+ if(hud == HUD_NORMAL)
if((getstati(STAT_ACTIVEWEAPON) == WEP_NEX && nex_scope) || (getstati(STAT_ACTIVEWEAPON) == WEP_RIFLE && rifle_scope)) // do NOT use switchweapon here
zoomdir += button_attack2;
if(spectatee_status > 0 || isdemo())
float myhealth, myhealth_prev;
float myhealth_flash;
+float old_blurradius, old_bluralpha;
+float old_sharpen_intensity;
+
vector myhealth_gentlergb;
float contentavgalpha, liquidalpha_prev;
float eventchase_current_distance;
+vector damage_blurpostprocess, content_blurpostprocess;
+
float checkfail[16];
void CSQC_UpdateView(float w, float h)
entity e;
float fov;
float f, i, j;
- vector v, vo;
+ vector v;
vector vf_size, vf_min;
float a;
hud = getstati(STAT_HUD);
myteam = GetPlayerColor(player_localentnum - 1);
ticrate = getstatf(STAT_MOVEVARS_TICRATE) * getstatf(STAT_MOVEVARS_TIMESCALE);
- vo = '0 0 1' * getstati(STAT_VIEWHEIGHT);
if(autocvar_cl_lockview || (autocvar__hud_configure && spectatee_status <= 0) || intermission > 1)
{
// ALWAYS Clear Current Scene First
R_ClearScene();
+#ifdef WORKAROUND_XON010
+ if(checkextension("DP_CSQC_ROTATEMOVES"))
+ {
+#endif
R_SetView(VF_ORIGIN, view_origin);
R_SetView(VF_ANGLES, view_angles);
+#ifdef WORKAROUND_XON010
+ }
+#endif
// FIXME engine bug? VF_SIZE and VF_MIN are not restored to sensible values by this
R_SetView(VF_SIZE, vf_size);
R_PolygonVertex(autocvar_vid_conheight * '0 1 0', tc_01, rgb, a);
R_EndPolygon();
}
-
+
// Draw the aiming reticle for weapons that use it
// reticle_type is changed to the item we are zooming / aiming with, to decide which reticle to use
// It must be a persisted float for fading out to work properly (you let go of the zoom button for
// the view to go back to normal, so reticle_type would become 0 as we fade out)
- if(spectatee_status || getstati(STAT_HEALTH) <= 0)
+ if(spectatee_status || getstati(STAT_HEALTH) <= 0 || hud != HUD_NORMAL)
reticle_type = 0; // prevent reticle from showing during the respawn zoom effect or for spectators
else if(activeweapon == WEP_NEX && (button_zoom || zoomscript_caught) || activeweapon == WEP_RIFLE && (button_zoom || zoomscript_caught) || activeweapon == WEP_MINSTANEX && (button_zoom || zoomscript_caught))
reticle_type = 2; // nex zoom
reticle_type = 1; // normal zoom
else if(activeweapon == WEP_NEX && button_attack2 || activeweapon == WEP_RIFLE && button_attack2)
reticle_type = 2; // nex zoom
-
+
if (reticle_type)
{
if(autocvar_cl_reticle_stretch)
if(contentavgalpha)
drawfill('0 0 0', eX * vid_conwidth + eY * vid_conheight, liquidcolor_prev, contentavgalpha * liquidalpha_prev, DRAWFLAG_NORMAL);
+
+ if(autocvar_hud_postprocessing)
+ {
+ if(autocvar_hud_contents_blur && contentavgalpha)
+ {
+ content_blurpostprocess_x = 1;
+ content_blurpostprocess_y = contentavgalpha * autocvar_hud_contents_blur;
+ content_blurpostprocess_z = contentavgalpha * autocvar_hud_contents_blur_alpha;
+ }
+ else
+ {
+ content_blurpostprocess_x = 0;
+ content_blurpostprocess_y = 0;
+ content_blurpostprocess_z = 0;
+ }
+ }
}
if(autocvar_hud_damage && !autocvar_chase_active)
}
else
drawpic(splash_pos, "gfx/blood", splash_size, stov(autocvar_hud_damage_color), bound(0, myhealth_flash_temp, 1) * autocvar_hud_damage, DRAWFLAG_NORMAL);
+
+ if(autocvar_hud_postprocessing)
+ {
+ if(autocvar_hud_damage_blur && myhealth_flash_temp)
+ {
+ damage_blurpostprocess_x = 1;
+ damage_blurpostprocess_y = bound(0, myhealth_flash_temp, 1) * autocvar_hud_damage_blur;
+ damage_blurpostprocess_z = bound(0, myhealth_flash_temp, 1) * autocvar_hud_damage_blur_alpha;
+ }
+ else
+ {
+ damage_blurpostprocess_x = 0;
+ damage_blurpostprocess_y = 0;
+ damage_blurpostprocess_z = 0;
+ }
+ }
+ }
+
+ if(autocvar_hud_postprocessing)
+ {
+ // all of this should be done in the engine eventually
+
+ // enable or disable rendering types if they are used or not
+ if(cvar("r_glsl_postprocess_uservec1_enable") != (cvar("hud_postprocessing_maxbluralpha") != 0))
+ cvar_set("r_glsl_postprocess_uservec1_enable", ftos(cvar("hud_postprocessing_maxbluralpha") != 0));
+ if(cvar("r_glsl_postprocess_uservec2_enable") != (cvar("hud_powerup") != 0))
+ cvar_set("r_glsl_postprocess_uservec2_enable", ftos(cvar("hud_powerup") != 0));
+
+ // lets apply the postprocess effects from the previous two functions if needed
+ if((damage_blurpostprocess_x || content_blurpostprocess_x) && autocvar_chase_active >= 0) // not while the event chase camera is active
+ {
+ float blurradius = bound(0, damage_blurpostprocess_y + content_blurpostprocess_y, autocvar_hud_postprocessing_maxblurradius);
+ float bluralpha = bound(0, damage_blurpostprocess_z + content_blurpostprocess_z, autocvar_hud_postprocessing_maxbluralpha);
+ if(blurradius != old_blurradius || bluralpha != old_bluralpha) // reduce cvar_set spam as much as possible
+ {
+ cvar_set("r_glsl_postprocess_uservec1", strcat(ftos(blurradius), " ", ftos(bluralpha), " 0 0"));
+ old_blurradius = blurradius;
+ old_bluralpha = bluralpha;
+ }
+ }
+ else if(cvar_string("r_glsl_postprocess_uservec1") != "0 0 0 0") // reduce cvar_set spam as much as possible
+ {
+ cvar_set("r_glsl_postprocess_uservec1", "0 0 0 0");
+ old_blurradius = 0;
+ old_bluralpha = 0;
+ }
+
+ float sharpen_intensity;
+ if (getstatf(STAT_STRENGTH_FINISHED) - time > 0)
+ sharpen_intensity += (getstatf(STAT_STRENGTH_FINISHED) - time);
+ if (getstatf(STAT_INVINCIBLE_FINISHED) - time > 0)
+ sharpen_intensity += (getstatf(STAT_INVINCIBLE_FINISHED) - time);
+
+ if(autocvar_hud_powerup && sharpen_intensity > 0 && autocvar_chase_active >= 0) // not while the event chase camera is active
+ {
+ sharpen_intensity = bound(0, sharpen_intensity, 5); // powerup warning time is 5 seconds, so fade the effect from there
+
+ if(sharpen_intensity != old_sharpen_intensity) // reduce cvar_set spam as much as possible
+ {
+ cvar_set("r_glsl_postprocess_uservec2", strcat("0 ", ftos(-sharpen_intensity * cvar("hud_powerup")), " 0 0"));
+ old_sharpen_intensity = sharpen_intensity;
+ }
+ }
+ else if(cvar_string("r_glsl_postprocess_uservec2") != "0 0 0 0") // reduce cvar_set spam as much as possible
+ {
+ cvar_set("r_glsl_postprocess_uservec2", "0 0 0 0");
+ old_sharpen_intensity = 0;
+ }
}
if(menu_visible)
hit_time = getstatf(STAT_HIT_TIME);
if(hit_time > nextsound_hit_time && autocvar_cl_hitsound)
{
- sound(world, CHAN_AUTO, "misc/hit.wav", VOL_BASE, ATTN_NONE);
+ sound(world, CH_INFO, "misc/hit.wav", VOL_BASE, ATTN_NONE);
nextsound_hit_time = time + autocvar_cl_hitsound_antispam_time;
}
typehit_time = getstatf(STAT_TYPEHIT_TIME);
if(typehit_time > nextsound_typehit_time)
{
- sound(world, CHAN_AUTO, "misc/typehit.wav", VOL_BASE, ATTN_NONE);
+ sound(world, CH_INFO, "misc/typehit.wav", VOL_BASE, ATTN_NONE);
nextsound_typehit_time = time + autocvar_cl_hitsound_antispam_time;
}
wcross_alpha *= 1 - autocvar__menu_alpha;
wcross_size = drawgetimagesize(wcross_name) * wcross_scale;
- // crosshair rings for weapon stats
- if (autocvar_crosshair_ring || autocvar_crosshair_ring_reload)
+ if(wcross_scale >= 0.001 && wcross_alpha >= 0.001)
{
- // declarations and stats
- float ring_value, ring_scale, ring_alpha, ring_inner_value, ring_inner_alpha;
- string ring_image, ring_inner_image;
- vector ring_rgb, ring_inner_rgb;
+ // crosshair rings for weapon stats
+ if (autocvar_crosshair_ring || autocvar_crosshair_ring_reload)
+ {
+ // declarations and stats
+ float ring_value, ring_scale, ring_alpha, ring_inner_value, ring_inner_alpha;
+ string ring_image, ring_inner_image;
+ vector ring_rgb, ring_inner_rgb;
- ring_scale = autocvar_crosshair_ring_size;
+ ring_scale = autocvar_crosshair_ring_size;
- float weapon_clipload, weapon_clipsize;
- weapon_clipload = getstati(STAT_WEAPON_CLIPLOAD);
- weapon_clipsize = getstati(STAT_WEAPON_CLIPSIZE);
+ float weapon_clipload, weapon_clipsize;
+ weapon_clipload = getstati(STAT_WEAPON_CLIPLOAD);
+ weapon_clipsize = getstati(STAT_WEAPON_CLIPSIZE);
- float nex_charge, nex_chargepool;
- nex_charge = getstatf(STAT_NEX_CHARGE);
- nex_chargepool = getstatf(STAT_NEX_CHARGEPOOL);
+ float nex_charge, nex_chargepool;
+ nex_charge = getstatf(STAT_NEX_CHARGE);
+ nex_chargepool = getstatf(STAT_NEX_CHARGEPOOL);
- if(nex_charge_movingavg == 0) // this should only happen if we have just loaded up the game
- nex_charge_movingavg = nex_charge;
+ if(nex_charge_movingavg == 0) // this should only happen if we have just loaded up the game
+ nex_charge_movingavg = nex_charge;
- // handle the values
- if (autocvar_crosshair_ring && activeweapon == WEP_NEX && nex_charge && autocvar_crosshair_ring_nex) // ring around crosshair representing velocity-dependent damage for the nex
- {
- if (nex_chargepool || use_nex_chargepool) {
- use_nex_chargepool = 1;
- ring_inner_value = nex_chargepool;
- } else {
- nex_charge_movingavg = (1 - autocvar_crosshair_ring_nex_currentcharge_movingavg_rate) * nex_charge_movingavg + autocvar_crosshair_ring_nex_currentcharge_movingavg_rate * nex_charge;
- ring_inner_value = bound(0, autocvar_crosshair_ring_nex_currentcharge_scale * (nex_charge - nex_charge_movingavg), 1);
+ // handle the values
+ if (autocvar_crosshair_ring && activeweapon == WEP_NEX && nex_charge && autocvar_crosshair_ring_nex) // ring around crosshair representing velocity-dependent damage for the nex
+ {
+ if (nex_chargepool || use_nex_chargepool) {
+ use_nex_chargepool = 1;
+ ring_inner_value = nex_chargepool;
+ } else {
+ nex_charge_movingavg = (1 - autocvar_crosshair_ring_nex_currentcharge_movingavg_rate) * nex_charge_movingavg + autocvar_crosshair_ring_nex_currentcharge_movingavg_rate * nex_charge;
+ ring_inner_value = bound(0, autocvar_crosshair_ring_nex_currentcharge_scale * (nex_charge - nex_charge_movingavg), 1);
+ }
+
+ ring_inner_alpha = autocvar_crosshair_ring_nex_inner_alpha;
+ ring_inner_rgb = eX * autocvar_crosshair_ring_nex_inner_color_red + eY * autocvar_crosshair_ring_nex_inner_color_green + eZ * autocvar_crosshair_ring_nex_inner_color_blue;
+ ring_inner_image = "gfx/crosshair_ring_inner.tga";
+
+ // draw the outer ring to show the current charge of the weapon
+ ring_value = nex_charge;
+ ring_alpha = autocvar_crosshair_ring_nex_alpha;
+ ring_rgb = wcross_color;
+ ring_image = "gfx/crosshair_ring_nexgun.tga";
+ }
+ else if (autocvar_crosshair_ring && activeweapon == WEP_MINE_LAYER && minelayer_maxmines && autocvar_crosshair_ring_minelayer)
+ {
+ ring_value = bound(0, getstati(STAT_LAYED_MINES) / minelayer_maxmines, 1); // if you later need to use the count of bullets in another place, then add a float for it. For now, no need to.
+ ring_alpha = autocvar_crosshair_ring_minelayer_alpha;
+ ring_rgb = wcross_color;
+ ring_image = "gfx/crosshair_ring.tga";
+ }
+ else if (activeweapon == WEP_HAGAR && getstati(STAT_HAGAR_LOAD) && autocvar_crosshair_ring_hagar)
+ {
+ ring_value = bound(0, getstati(STAT_HAGAR_LOAD) / hagar_maxrockets, 1);
+ ring_alpha = autocvar_crosshair_ring_hagar_alpha;
+ ring_rgb = wcross_color;
+ ring_image = "gfx/crosshair_ring.tga";
}
- ring_inner_alpha = autocvar_crosshair_ring_nex_inner_alpha;
- ring_inner_rgb = eX * autocvar_crosshair_ring_nex_inner_color_red + eY * autocvar_crosshair_ring_nex_inner_color_green + eZ * autocvar_crosshair_ring_nex_inner_color_blue;
- ring_inner_image = "gfx/crosshair_ring_inner.tga";
+ if(autocvar_crosshair_ring_reload && weapon_clipsize) // forces there to be only an ammo ring
+ {
+ ring_value = bound(0, weapon_clipload / weapon_clipsize, 1);
+ ring_scale = autocvar_crosshair_ring_reload_size;
+ ring_alpha = autocvar_crosshair_ring_reload_alpha;
+ ring_rgb = wcross_color;
+
+ // Note: This is to stop Taoki from complaining that the image doesn't match all potential balances.
+ // if a new image for another weapon is added, add the code (and its respective file/value) here
+ if ((activeweapon == WEP_RIFLE) && (weapon_clipsize == 80))
+ ring_image = "gfx/crosshair_ring_rifle.tga";
+ else
+ ring_image = "gfx/crosshair_ring.tga";
+ }
- // draw the outer ring to show the current charge of the weapon
- ring_value = nex_charge;
- ring_alpha = autocvar_crosshair_ring_nex_alpha;
- ring_rgb = wcross_color;
- ring_image = "gfx/crosshair_ring_nexgun.tga";
- }
- else if (autocvar_crosshair_ring && activeweapon == WEP_MINE_LAYER && minelayer_maxmines && autocvar_crosshair_ring_minelayer)
- {
- ring_value = bound(0, getstati(STAT_LAYED_MINES) / minelayer_maxmines, 1); // if you later need to use the count of bullets in another place, then add a float for it. For now, no need to.
- ring_alpha = autocvar_crosshair_ring_minelayer_alpha;
- ring_rgb = wcross_color;
- ring_image = "gfx/crosshair_ring.tga";
- }
- else if (activeweapon == WEP_HAGAR && getstati(STAT_HAGAR_LOAD) && autocvar_crosshair_ring_hagar)
- {
- ring_value = bound(0, getstati(STAT_HAGAR_LOAD) / hagar_maxrockets, 1);
- ring_alpha = autocvar_crosshair_ring_hagar_alpha;
- ring_rgb = wcross_color;
- ring_image = "gfx/crosshair_ring.tga";
- }
+ if (autocvar_crosshair_ring_inner && ring_inner_value) // lets draw a ring inside a ring so you can ring while you ring
+ DrawCircleClippedPic(wcross_origin, wcross_size_x * ring_scale, ring_inner_image, ring_inner_value, ring_inner_rgb, wcross_alpha * ring_inner_alpha, DRAWFLAG_ADDITIVE);
- if(autocvar_crosshair_ring_reload && weapon_clipsize) // forces there to be only an ammo ring
- {
- ring_value = bound(0, weapon_clipload / weapon_clipsize, 1);
- ring_scale = autocvar_crosshair_ring_reload_size;
- ring_alpha = autocvar_crosshair_ring_reload_alpha;
- ring_rgb = wcross_color;
-
- // Note: This is to stop Taoki from complaining that the image doesn't match all potential balances.
- // if a new image for another weapon is added, add the code (and its respective file/value) here
- if ((activeweapon == WEP_RIFLE) && (weapon_clipsize == 80))
- ring_image = "gfx/crosshair_ring_rifle.tga";
- else
- ring_image = "gfx/crosshair_ring.tga";
+ if (ring_value)
+ DrawCircleClippedPic(wcross_origin, wcross_size_x * ring_scale, ring_image, ring_value, ring_rgb, wcross_alpha * ring_alpha, DRAWFLAG_ADDITIVE);
}
- if (autocvar_crosshair_ring_inner && ring_inner_value) // lets draw a ring inside a ring so you can ring while you ring
- DrawCircleClippedPic(wcross_origin, wcross_size_x * ring_scale, ring_inner_image, ring_inner_value, ring_inner_rgb, wcross_alpha * ring_inner_alpha, DRAWFLAG_ADDITIVE);
-
- if (ring_value)
- DrawCircleClippedPic(wcross_origin, wcross_size_x * ring_scale, ring_image, ring_value, ring_rgb, wcross_alpha * ring_alpha, DRAWFLAG_ADDITIVE);
- }
-
#define CROSSHAIR_DO_BLUR(M,sz,wcross_name,wcross_alpha) \
- do \
- { \
- if(wcross_blur > 0) \
+ do \
{ \
- for(i = -2; i <= 2; ++i) \
+ if(wcross_blur > 0) \
+ { \
+ for(i = -2; i <= 2; ++i) \
for(j = -2; j <= 2; ++j) \
- M(i,j,sz,wcross_name,wcross_alpha*0.04); \
+ M(i,j,sz,wcross_name,wcross_alpha*0.04); \
+ } \
+ else \
+ { \
+ M(0,0,sz,wcross_name,wcross_alpha); \
+ } \
} \
- else \
- { \
- M(0,0,sz,wcross_name,wcross_alpha); \
- } \
- } \
- while(0)
+ while(0)
#define CROSSHAIR_DRAW_SINGLE(i,j,sz,wcross_name,wcross_alpha) \
- drawpic(wcross_origin - ('0.5 0 0' * (sz * wcross_size_x + i * wcross_blur) + '0 0.5 0' * (sz * wcross_size_y + j * wcross_blur)), wcross_name, sz * wcross_size, wcross_color, wcross_alpha, DRAWFLAG_NORMAL)
+ drawpic(wcross_origin - ('0.5 0 0' * (sz * wcross_size_x + i * wcross_blur) + '0 0.5 0' * (sz * wcross_size_y + j * wcross_blur)), wcross_name, sz * wcross_size, wcross_color, wcross_alpha, DRAWFLAG_NORMAL)
#define CROSSHAIR_DRAW(sz,wcross_name,wcross_alpha) \
- CROSSHAIR_DO_BLUR(CROSSHAIR_DRAW_SINGLE,sz,wcross_name,wcross_alpha)
+ CROSSHAIR_DO_BLUR(CROSSHAIR_DRAW_SINGLE,sz,wcross_name,wcross_alpha)
- if(time < wcross_name_changedonetime && wcross_name != wcross_name_goal_prev_prev && wcross_name_goal_prev_prev)
- {
- f = (wcross_name_changedonetime - time) / (wcross_name_changedonetime - wcross_name_changestarttime);
- wcross_size = drawgetimagesize(wcross_name_goal_prev_prev) * wcross_scale;
- CROSSHAIR_DRAW(wcross_resolution_goal_prev_prev, wcross_name_goal_prev_prev, wcross_alpha * f * wcross_name_alpha_goal_prev_prev);
- f = 1 - f;
- }
- else
- {
- f = 1;
- }
+ if(time < wcross_name_changedonetime && wcross_name != wcross_name_goal_prev_prev && wcross_name_goal_prev_prev)
+ {
+ f = (wcross_name_changedonetime - time) / (wcross_name_changedonetime - wcross_name_changestarttime);
+ wcross_size = drawgetimagesize(wcross_name_goal_prev_prev) * wcross_scale;
+ CROSSHAIR_DRAW(wcross_resolution_goal_prev_prev, wcross_name_goal_prev_prev, wcross_alpha * f * wcross_name_alpha_goal_prev_prev);
+ f = 1 - f;
+ }
+ else
+ {
+ f = 1;
+ }
+ wcross_name_alpha_goal_prev = f;
- wcross_size = drawgetimagesize(wcross_name) * wcross_scale;
- CROSSHAIR_DRAW(wcross_resolution, wcross_name, wcross_alpha * f);
-
- if(autocvar_crosshair_dot)
- {
- vector wcross_color_old;
- wcross_color_old = wcross_color;
- if(autocvar_crosshair_dot_color != "0")
- wcross_color = stov(autocvar_crosshair_dot_color);
- CROSSHAIR_DRAW(wcross_resolution * autocvar_crosshair_dot_size, "gfx/crosshairdot.tga", f * autocvar_crosshair_dot_alpha);
- wcross_color = wcross_color_old;
- }
-
- wcross_name_alpha_goal_prev = f;
+ wcross_size = drawgetimagesize(wcross_name) * wcross_scale;
+ CROSSHAIR_DRAW(wcross_resolution, wcross_name, wcross_alpha * f);
+
+ if(autocvar_crosshair_dot)
+ {
+ vector wcross_color_old;
+ wcross_color_old = wcross_color;
+ if(autocvar_crosshair_dot_color != "0")
+ wcross_color = stov(autocvar_crosshair_dot_color);
+ CROSSHAIR_DRAW(wcross_resolution * autocvar_crosshair_dot_size, "gfx/crosshairdot.tga", f * autocvar_crosshair_dot_alpha);
+ // FIXME why don't we use wcross_alpha here?
+ wcross_color = wcross_color_old;
+ }
+ }
}
else
{
HUD_DrawScoreboard();
if (scoreboard_active) // scoreboard/accuracy
- {
HUD_Reset();
- // HUD_DrawScoreboard takes care of centerprint_start
- }
else if (intermission == 2) // map voting screen
{
HUD_FinaleOverlay();
HUD_Reset();
-
- centerprint_start_x = 0;
- centerprint_start_y = autocvar_scr_centerpos * vid_conheight;
}
- else // hud
- {
- centerprint_start_x = 0;
- centerprint_start_y = autocvar_scr_centerpos * vid_conheight;
- }
-
/*
switch(hud)
{
break;
}
*/
-
- HUD_DrawCenterPrint();
-
}